<<

shift to new areas and activities. don’t spend The Ways of much time thinking about where they came from or where they are headed. The present is the only thing of consequence to them. the Faeries Faeries don’t experience the passage of time in the way Good and evil have no real meaning for faeries. They mortals do, who often race to fill their moments before don’t subscribe to notions of a moral compass or even Father Death comes to call. They are aware that time understand what “doing the right thing” means. Faeries passes; but they simply don’t care. It’s not uncommon can do great good: they might help an impoverished for a to seek out a once-friendly mortal, only to family by bringing food or pitch in with chores while be surprised to learn that the person has been dead and the mortals sleep. But they might also do things that gone for centuries. Faeries might speak of events that by any definition would be considered evil. Faeries occurred two thousand years ago as if they happened steal children from their beds, torment horses, just yesterday. bring sickness and plagues, and play terrible tricks, sometimes resulting in maiming or death, on those Body and Soul who offend them. Immortality comes with a price. When a faerie dies, Mortals who deal with faeries should exercise its soul dies with it, remaining trapped in the flesh and great caution, for theirs is a perilous road fraught fading as the body decays. There is no life beyond death, with danger. Faeries expect deference and honor, but no return to the mortal world short of magic. For this they abide by complex rules and customs and are reason, faeries avoid danger when they can and, if faced willful beings with changeable natures. People who with death, might try to bargain for their lives. show proper respect might earn a faerie’s friendship, while those who give offense, wittingly or no, incur terrible wrath. Faeries also favor mortals who show Minor Faeries industriousness, virtue, kindness, and good humor. The complexity of faerie society distributes power They despise the stuffy, arrogant, and cruel, and use unevenly across the peoples who make up this rich their magic to punish such offenders. and varied group. Generally, the rule as lords People who live near the borderlands do well to leave and ladies, becoming kings and queens of the hidden offerings of food and wine to placate the faeries and kingdoms or filling the courts of such people. Others earn their goodwill. Faeries who take a liking to mortals find their place in faerie society based on their actions, might reward them with small gifts, assistance with their willingness to cooperate with others, and the magic certain tasks, and good luck. However, mortals who at their command. Most are folk of little magical ability receive their help should never offer thanks or Samplerewards, and file fall into the nebulous category of minor faeries. for doing so is the surest route to giving offense and Such peoples tend to be small, hence the “wee folk” turning amity to spite. moniker, and steer clear of the more powerful members of their kind. They lend aid when needed but otherwise Demonic Heritage keep to themselves and others of their kind. As explained in The Hunger in the Void, the first faeries Having been troubled by mortals in ancient times, appeared after the genies sealed off creation from the these lesser faeries prefer to avoid human contact and Void. These new beings were shreds of the divine soul, remain unseen. Some can become invisible, while trapped in the new reality. Gaining form and substance, others can alter their appearance to blend in with their they assumed a variety of shapes, though not wholly surroundings. Others might adopt animal shapes or turn random, unlike demons. Instead, they took on the forms themselves into twigs and leaves, small stones, or other of elves, , and all the other kinds of faeries that innocuous forms to avoid detection and capture. exist today. Timeless and Eternal More Faeries Short of violence or mishap, faeries can live forever. In addition to those presented here, other faeries Once they come of age, they grow no older, physically have been detailed in several supplements. remaining the same. Most faeries encountered today Terrible Beauty presents , fachen, , and more. Exquisite Agony details the devils, those have lived for centuries. Yet, while they have all the time dark faeries who caper and cavort in Hell. in the world to grow wise in the ways of living, they can accumulate only so much knowledge. Much of what they learned in the past fades over time as their interests

2 Immune damage from disease; charmed, diseased Illuminate An atomy sheds light in a 1-yard radius. Sample Wee Folk Iron Vulnerability An atomy is impaired while it is in contact with iron. Here are some of the more common minor faeries found on Rûl and in the hidden kingdoms bound to SWARM OF ATOMIES DIFFICULTY 10 these lands. Size 1 faerie (swarm) Perception 10 (+0); shadowsight Atomy Defense 12; Health 10; Insanity 0; Corruption 0 The smallest of the fair folk, smaller even than , Strength 5 (–5), Agility 12 (+2), Intellect 8 (–2), Will 9 (–1) 8; flier atomies stand 1-inch tall and appear as naked adolescent Speed Immune damage from disease; charmed, dazed, deafened, children with bright butterfly wings and mops of diseased, frightened, grabbed, immobilized, prone, colorful hair. Individual atomies pose little danger and slowed, stunned are frequently encountered by travelers through the Illuminate A swarm of atomies sheds light in a 1-yard radius. Multitude A swarm takes half damage from effects that borderlands and hidden kingdoms. They are curious use an attack roll and double damage from effects that and playful, and might pull on hair or nip a traveler require it to make a challenge roll. Spell Defense A swarm of atomies takes half damage from to get a reaction, which they always find hilarious. spells. When a creature attacks the swarm with a spell, However, if a creature harms an atomy, all others in the the swarm imposes 1 bane on the attack roll and makes area gather into a swarm and use their magic to punish the challenge roll to resist the attack with 1 boon. Revulsion Creatures that are not swarms are impaired the offender. while in the swarm’s space or within 1 yard of it. Atomies can laugh but do not speak, instead Iron Vulnerability A swarm of atomies is impaired while it is in contact with iron. As well, the swarm loses Spell communicating through hand gestures. They Defense for as long as it remains in contact with iron and understand Elvish, though. for 1 minute after.

ATOMY DIFFICULTY — ATTACK OPTIONS Gnashing Teeth (melee) +2 with 1 boon (1d3, or 1 if the Size 1/60 faerie swarm is injured) Perception 10 (+0); shadowsight Defense 12; Health 1; Insanity 0; Corruption 0 SPECIAL ATTACKS Strength 1 (–9), Agility 12 (+2), Intellect 8 (–2), Will 9 (–1) Maddening Light One sighted creature in the swarm’s space Speed 8; flier or within 1 yard of it must get a success on a Will challenge roll or gain 1 Insanity. The creature is not frightened from gaining Insanity in this way; it is instead compelled for a number of rounds equal to its Insanity total.

END OF THE ROUND SampleSwarming file Faeries Each creature that isn’t a swarm and that is in the swarm’s space or within 1 yard of it must get a success on an Agility challenge roll or take 1d3 damage and become slowed for 1 round. Bauchan When other faeries fled for the safety offered by the hidden kingdoms, the bauchans stayed behind. These faeries resented withdrawing from the world and giving over their ancestral lands to the unworthy. So they remained and used their magic to torment mortals. Bauchans wage their private war against one person at a time. They usually seek out individuals who display some flaw in character, such as greed, boorishness, or anger. On finding such a person, a bauchan lays a curse on the object of its scorn. Wherever such cursed individuals go, the bauchans follow, heaping trouble on their heads until the mortals die or find a way to lift the curse. Bauchans complicate lives, stealing small things, poisoning relationships, and causing mishaps. They always welcome a fight and gladly wrestle their victims into submission to prove who is in charge. They might eventually take pity on those they torment and ease their

3 BAUCHAN DIFFICULTY 5 Size 1/2 faerie Perception 11 (+1); shadowsight Defense 13; Health 22; Insanity 2; Corruption 3 Strength 12 (+2), Agility 12 (+2), Intellect 9 (–1), Will 13 (+3) Speed 10 Immune damage from disease; charmed, diseased Protective Curse A bauchan takes half damage from attacks made by a creature it has cursed. Spell Defense A bauchan takes half damage from spells. When a creature attacks the bauchan with a spell, the bauchan imposes 1 bane on the attack roll and makes the challenge roll to resist the attack with 1 boon. Iron Vulnerability A bauchan is impaired while it is in contact with iron. As well, the bauchan loses Spell Defense for as long as it remains in contact with iron and for 1 minute after.

ATTACK OPTIONS Fist (melee) +2 with 2 boons (1d3 and Steal) Steal The bauchan makes an Agility challenge roll. On a success, it takes an item it can hold in one hand from the target of its Fist attack.

SPECIAL ATTACKS suffering in small ways, though if the mortals go back to Bauchan Curse The bauchan makes a Will attack roll their old habits, the bauchans redouble their efforts to against the Will of one target mortal creature it can see within short range. On a success, the target is cursed impart a lasting lesson. (as a rank 3 spell) until the bauchan uses an action to Bauchans stand 3 feet tall, have dusky brown skin, lift the curse. While the target is cursed in this way, the bauchan always knows its exact location. Whenever the and mops of dark hair on their heads. They are always target gets a result of 0 or lower on an attack roll or male and dressed in whatever clothing they can find, challenge roll, or whenever the target gains Corruption, the bauchan knows it and can teleport to an open space using clothespins to keep the piecemeal garb in place. within short range of the target. Bauchans have a sour smell, stinking of spoiled milk and Brawl If the bauchan can reach a target creature under the effects of Bauchan Curse, the bauchan can make pipe tobacco, which they smoke all the time. a Strength attack roll against the target’s Agility. On a Bauchans snarl when they speak, frequently spitting, success, the bauchan and the target fall prone and the target is grabbed. Each time the bauchan uses an action belching, and making other rude noises. They speak the to maintain the grab, it can also make a Fist attack Common Tongue and Elvish. against the target. Sample file Of all the fair folk, brownies have the greatest sympathy for mortals. Other faeries consider humans and their ilk to be lumbering fools, little better than talking animals, but brownies find humans’ short lifespans tragic and the hardships they endure intolerable. For these reasons, brownies lend aid to people whose hearts are pure and who treat the land with respect. Humble and quiet, brownies find ways to help others without attracting attention to themselves. If a family leaves out a bowl of milk or a bit of bread, brownies care for the humans by mending clothing, preparing meals, and performing the other chores needed to keep the household in order. They undertake such service without expectation of thanks and are loath to reveal themselves to the family they help. Brownies also watch over kind-hearted children, protecting them from wicked faeries and wild animals. The greater the affection have for their charge, the more likely they are to leave small tokens of friendship, such as a pretty flower, an interestingly shaped rock, or the finger from a bully who has tormented the child. 4 Brownies are quite small, standing no more than 6 DUERGAR DIFFICULTY 5 inches tall and weighing just a few ounces. They have Size 1/6 faerie spindly bodies and delicate, angular features with pointed ears. Brownies wear acorn caps and clothes Perception 12 (+2); shadowsight 12 (soft leather); 14; 4; 2 made from squirrel skins. Defense Health Insanity Corruption Strength 14 (+4), Agility 11 (+1), Intellect 10 (+0), Will 12 (+2) These diminutive faeries speak the Common Tongue Speed 8 and Elvish. Immune damage from disease; charmed, diseased Spell Defense A duergar takes half damage from spells. DIFFICULTY 5 When a creature attacks the duergar with a spell, the BROWNIE duergar imposes 1 bane on the attack roll and makes the Size 1/8 faerie challenge roll to resist the attack with 1 boon. Iron Vulnerability A duergar is impaired while it is in Perception 14 (+4); shadowsight contact with iron. As well, the duergar loses Spell Defense 17; Health 5; Insanity 0; Corruption 0 Defense for as long as it remains in contact with iron and for 1 minute after. Strength 7 (–3), Agility 17 (+7), Intellect 12 (+2), Will 9 (–1) Speed 10 ATTACK OPTIONS Immune damage from disease; charmed, diseased Spell Defense A brownie takes half damage from spells. Bronze Long Knife (melee) +4 with 1 boon, or 3 boons When a creature attacks the brownie with a spell, the against a charmed target (2d6) brownie imposes 1 bane on the attack roll and makes the challenge roll to resist the attack with 1 boon. SPECIAL ATTACKS Iron Vulnerability A brownie is impaired while it is in contact with iron. As well, the brownie loses Spell Captivate The duergar makes a Will attack roll with 1 boon Defense for as long as it remains in contact with iron against the Will of one target creature it can see within and for 1 minute after. long range. On a success, the target is charmed until it completes a rest. ATTACK OPTIONS SPECIAL ACTIONS Bone Needle (melee) +7 with 1 boon (1d3, or 3d6 to a dazed target) Into Danger The duergar uses an action, or a triggered action on its turn, to move one target creature it has charmed up to the target’s Speed in a direction the SPECIAL ATTACKS target can normally move. Befuddle The brownie makes an Intellect attack roll against the Intellect of one target creature it can see within short range. On a success, the target becomes dazed for 1 round. Fenoderee

SPECIAL ACTIONS The fenoderee were once an indolent people whose filth Vanishing Escape When a creature gets a failure on an and squalor contaminated the lands in which they lived. attack roll against the brownie’s Defense or Agility, the So foul were they, the Faerie Queen cursed them to toil brownie can use a triggered action to become invisible and then teleport to an open space within short range. without end until they learned the value of hard work. The brownie remains invisible until the end of the round. Off the fenoderee went into the mortal lands, where they Once the brownie has used Vanishing Escape, itSample must file wait at least 1 minute before it can do so again. have labored ever since to aid people in need: hauling blocks of stone, reaping and threshing, and herding Duergar animals. In exchange, they ask only for a bit of leftover food or a bowl of cream. Among the most malicious of the faeries, duergar Although many common people benefit from the aid despise mortals and kill them whenever possible. They fenoderee offer, these faeries aren’t choosy about whom haunt the lonely places in the world, windswept moors they help and sometimes aid the truly wicked. They and stinking bogs, ancient woods and rumpled hills, in also might cause trouble for neighbors: a fenoderee search of people to kill. At night, they often light fires to might take stones from a nearby tower, graze herds in attract travelers, then lead the unfortunates into danger, a garden, or uproot crops and replant them to benefit a tumbling them into sinkholes or off the edges of cliffs. Duergar are not above just sticking a knife in someone, mortal friend. but they take special pleasure in helping victims find Fenoderee are small folk, standing just 2 feet tall, but their own ends through mishap. they are incredibly muscled, ugly, and covered in thick Although they stand only 1 foot tall, duergar are quite hair that grows thicker around their legs. They forgo strong, able to snap a stout limb in half with little effort. clothing, finding it too restrictive. As well, they believe They dress themselves in leather coats, trousers, and such garments collect dirt and lice. If given a piece of shoes, and wear caps made from moss and decorated clothing, the fenoderee casts the article to the ground with feathers. and departs, never to be seen again. Duergar speak the Common Tongue and Elvish. Fenoderee speak the Common Tongue and Elvish.

5 FIR DARRIG ( FORM) DIFFICULTY 10 Size 1/4 faerie Perception 14 (+4); shadowsight Defense 13; Health 31; Insanity —; Corruption 0 Strength 11 (+1), Agility 13 (+3), Intellect 12 (+2), Will 11 (+1) Speed 8 Immune damage from disease; asleep, charmed, diseased Spell Defense A leprechaun takes half damage from spells. When a creature attacks the leprechaun with a spell, the leprechaun imposes 1 bane on the attack roll and makes the challenge roll to resist the attack with 1 boon. Iron Vulnerability A leprechaun is impaired while it is in contact with iron. As well, the leprechaun loses Spell Defense for as long as it remains in contact with iron and for 1 minute after. Horrifying Transformation When a leprechaun becomes impaired, it transforms into a and remains in that form until it completes a rest. Any creature that can see the leprechaun transform must get a success on a Will challenge roll with 1 bane or gain 1d3 Insanity.

ATTACK OPTIONS Needle and Thread (melee) +3 with 1 boon (1d6 plus Bind) Bind If the target is a creature with a physical body, it must get a success on an Agility challenge roll with 1 bane or become immobilized. A creature that can reach the target can use an action to remove the affliction using a sharp object to cut the thread. Alternatively, the target can use an action to make a Strength challenge roll with 1 bane. A success removes the affliction.

SPECIAL ATTACKS Flummox The leprechaun makes an Intellect attack roll with 1 boon against the Intellect of one target creature it can see within short range. On a success, the leprechaun moves the target up to half the target’s speed and the target then becomes impaired for 1 minute.

FENODEREE DIFFICULTY 10 SPECIAL ACTIONS Get Drunk The leprechaun guzzles strong spirits and Size 1/4 faerie becomes impaired for 1 minute, thus triggering its Horrifying Transformation. Perception 10 (+0); shadowsight Sample file 11; 28; 1; 0 Defense Health Insanity Corruption END OF THE ROUND Strength 18 (+8), Agility 11 (+1), Intellect 8 (–2), Will 10 (+0) Catch Me If You Can Roll a d6. On an even number, the Speed 10 leprechaun teleports up to 10 yards to an unoccupied space Immune damage from disease; charmed, diseased it can see. Incredible Labors A fenoderee can perform the work of twenty humans and in one-twentieth the time such labor would normally take. Such work is limited to their days toiling over scraps of leather to make fine construction, herding, and agriculture. footwear. At night, however, they sneak into cellars and Spell Defense A fenoderee takes half damage from spells. When a creature attacks the fenoderee with a spell, the spend the hours drinking and smoking. If disturbed fenoderee imposes 1 bane on the attack roll and makes during their revels, they become incredibly violent and the challenge roll to resist the attack with 1 boon. tear apart their surroundings, ruining everything they Iron Vulnerability A fenoderee is impaired while it is in contact with iron. As well, the fenoderee loses Spell can before stealing a dog or sheep and riding it off into Defense for as long as it remains in contact with iron and the night. for 1 minute after. The switch in nature is more than just a change ATTACK OPTIONS in personality. When impaired, fir darrig physically Fist (melee) +8 (3d6) transform. Hence, these wee folk are known by two other names: when sober and clurichauns Fir Darrig when not. A fir darrig in leprechaun form appears as a little The mean-spirited fir darrig spend much of their time bearded man dressed in a red hat and coat, richly alone, since not even other faeries can stand to be trimmed with gold and having seven rows of seven gold around them. Their propensity to drunkenness brings buttons each. In clurichaun form, the fir darrig’s body is about a troublesome transformation. When sober, they bloated and covered in thick hair, while its nose becomes show great skill at making and repairing shoes, filling a veiny snout and a skinny tail pokes out from its rear.

6 FIR DARRIG (CLURICHAUN FORM) DIFFICULTY 10 Size 1/4 faerie Perception 14 (+4); shadowsight Defense 13; Health 31; Insanity —; Corruption 0 Strength 11 (+1), Agility 13 (+3), Intellect 12 (+2), Will 11 (+1) Speed 10 Immune damage from disease; gaining Insanity; asleep, charmed, diseased Spell Defense A clurichaun takes half damage from spells. When a creature attacks the clurichaun with a spell, the clurichaun imposes 1 bane on the attack roll and makes the challenge roll to resist the attack with 1 boon. Iron Vulnerability A clurichaun is impaired while it is in contact with iron. As well, the clurichaun loses Spell Defense for as long as it remains in contact with iron and for 1 minute after.

ATTACK OPTIONS Fist (melee) +3 with 2 boons (2d6 plus Grab) Grab If the target is a creature, the clurichaun makes a Strength attack roll with 1 boon against the target’s Agility. On a success, the target is grabbed for as long as the clurichaun maintains the grab.

SPECIAL ATTACKS Acrid Smoke The clurichaun exhales a plume of acrid smoke that spreads into a 5-yard cone originating from a point it can reach. The smoke remains for 1 round and partially obscures the area. Each breathing creature in the area must get a success on a Strength challenge roll or become dazed for 1 round. While dazed from Acrid Smoke, a creature is also impaired. Drink Up! The clurichaun can use an action, or a triggered action on its turn, to force alcohol into a target it has grabbed. The clurichaun makes a Strength attack roll with 2 boons against the target’s Agility. On a success, A fir darrig speaks the Common Tongue and Elvish. the target takes 1d3 damage and becomes impaired for Pots of Gold: As suggested by many legends 1 hour. concerning the fir darrig, most do indeed hide pots of SPECIAL ACTIONS gold, the locations of which are revealed by rainbows. Wine Hop The clurichaun uses an action, or a triggered Finding such a pot is no easy task, though, as rainbows action on its turn, to teleport into a container of any Sample sizefile (open or closed) that holds alcohol that it can see move away from people who seek their ends. Although within medium range and can remain there for as long the fir darrig guard this gold, they did not come by their as it concentrates. While in the container, the clurichaun is blinded and immune to all attacks. If the container is wealth through honest means. Instead, they dug up broken or when the clurichaun stops concentrating, it and appropriated old treasure crocks buried long ago in reappears in an unoccupied space within 1 yard of the times of war. container. If a creature finds such a pot, which typically contains 5d20 Í 10 gc, the fir darrig to whom it belongs appears in an open space within 5 yards of it. The faerie Fuaths make their lairs beneath rotting docks, under wheedles and bargains to regain its treasure. A fir darrig bridges, or at the bottoms of lakes. They hate all living will fulfill up to three wishes in exchange, but each wish things and consider anyone who comes too close to made grants the wisher 1d3 Corruption. Like devils, the their lairs to be fair game. They rise out of the water fir darrig always interprets the wish in the worst possible to slash with their claws or spiked tails, and then rip way, granting it in whatever manner causes the wisher their prey apart to stuff the bloody gobbets into their the most harm. Anyone who wishes for unlimited greedy mouths. wishes instantly disappears and is never seen again. Fuaths remember the ways things were before the If the wisher does not part with the pot of gold, the fir faeries abandoned the mortal world, and they pine darrig curses that person (as a rank 9 spell). Each time for those days’ return. They cannot be reasoned with the wisher completes a rest while cursed in this way, it or bribed. They respond only to violence and flee if reduces its Strength, Agility, Intellect, and Will scores overpowered, the shame of defeat only growing the by 1. The reduction lasts until the fir darrig regains the hatred in their hearts. stolen pot and all the coins it contained. If the reduction drops an attribute to 0, the cursed wisher dies.

7